gdiplus: Add some documentation stubs to make winapicheck happy.
[wine/testsucceed.git] / dlls / wined3d / utils.c
blob31a1944cc3216e53c8df06cf72cf4aab62de5f12
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
32 * Pixel format array
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
56 /* IEEE formats */
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
60 /* Hmm? */
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
62 /* Float */
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
87 /* Luminance */
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
117 {WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
118 {WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
121 typedef struct {
122 WINED3DFORMAT fmt;
123 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
124 unsigned int Flags;
125 } GlPixelFormatDescTemplate;
127 /*****************************************************************************
128 * OpenGL format template. Contains unexciting formats which do not need
129 * extension checks. The order in this table is independent of the order in
130 * the table StaticPixelFormatDesc above. Not all formats have to be in this
131 * table.
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
135 ,Flags }*/
136 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
137 ,0 },
138 /* FourCC formats */
139 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
143 * endian machine
145 {WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
152 ,WINED3DFMT_FLAG_FILTERING },
153 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
154 ,WINED3DFMT_FLAG_FILTERING },
155 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
156 ,WINED3DFMT_FLAG_FILTERING },
157 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
158 ,WINED3DFMT_FLAG_FILTERING },
159 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
160 ,0 },
161 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
162 ,0 },
163 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
164 ,0 },
165 /* IEEE formats */
166 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
167 ,WINED3DFMT_FLAG_RENDERTARGET },
168 {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
171 ,WINED3DFMT_FLAG_RENDERTARGET },
172 /* Hmm? */
173 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
174 ,0 },
175 /* Float */
176 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
177 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
178 {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
179 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
181 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182 /* Palettized formats */
183 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
184 ,0 },
185 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
186 ,0 },
187 /* Standard ARGB formats */
188 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
189 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
190 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
198 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
204 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
207 ,0 },
208 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
209 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
210 {WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
215 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
217 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
218 {WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
219 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
221 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
222 /* Luminance */
223 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
224 ,WINED3DFMT_FLAG_FILTERING },
225 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
226 ,WINED3DFMT_FLAG_FILTERING },
227 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
228 ,0 },
229 /* Bump mapping stuff */
230 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
231 ,WINED3DFMT_FLAG_FILTERING },
232 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
233 ,WINED3DFMT_FLAG_FILTERING },
234 {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
235 ,WINED3DFMT_FLAG_FILTERING },
236 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
237 ,WINED3DFMT_FLAG_FILTERING },
238 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
239 ,WINED3DFMT_FLAG_FILTERING },
240 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
241 ,0 },
242 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
243 ,0 },
244 /* Depth stencil formats */
245 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
246 ,WINED3DFMT_FLAG_DEPTH },
247 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
248 ,WINED3DFMT_FLAG_DEPTH },
249 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
250 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
251 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
252 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
254 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
255 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
256 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
257 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
258 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
259 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
260 ,WINED3DFMT_FLAG_FILTERING },
261 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
262 ,WINED3DFMT_FLAG_DEPTH },
263 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
264 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
265 /* Is this a vertex buffer? */
266 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
267 ,0 },
268 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
269 ,0 },
270 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
271 ,0 },
272 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
273 ,0 },
274 /* Vendor-specific formats */
275 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
276 ,0 }
279 static inline int getFmtIdx(WINED3DFORMAT fmt) {
280 /* First check if the format is at the position of its value.
281 * This will catch the argb formats before the loop is entered
283 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
284 return fmt;
285 } else {
286 unsigned int i;
287 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
288 if(formats[i].format == fmt) {
289 return i;
293 return -1;
296 #define GLINFO_LOCATION (*gl_info)
297 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
299 unsigned int src;
300 int dst;
302 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
303 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
304 if(!gl_info->gl_formats) return FALSE;
306 /* If a format depends on some extensions, remove them from the table above and initialize them
307 * after this loop
309 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
310 dst = getFmtIdx(gl_formats_template[src].fmt);
311 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
312 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
313 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
314 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
315 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
316 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
318 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
319 gl_formats_template[src].rtInternal != 0) {
320 GLuint tex, fb;
321 GLenum status;
323 /* Check if the default internal format is supported as a frame buffer target, otherwise
324 * fall back to the render target internal.
326 * Try to stick to the standard format if possible, this limits precision differences
328 while(glGetError());
329 glGenTextures(1, &tex);
330 glBindTexture(GL_TEXTURE_2D, tex);
331 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
332 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
334 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
335 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
336 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
337 GL_TEXTURE_2D, tex, 0));
339 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
340 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
341 glDeleteTextures(1, &tex);
343 checkGLcall("Framebuffer format check");
345 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
346 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
347 debug_d3dformat(gl_formats_template[src].fmt));
348 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
349 } else {
350 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
351 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
354 } else {
355 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
359 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
360 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
361 * their extensions are not available.
363 * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
364 * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
365 * an application that needs this because it causes performance problems due to
366 * shader recompiling in some games.
368 if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
369 /* signed -> unsigned fixup */
370 dst = getFmtIdx(WINED3DFMT_V8U8);
371 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
372 dst = getFmtIdx(WINED3DFMT_V16U16);
373 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
374 } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
375 /* signed -> unsigned fixup */
376 dst = getFmtIdx(WINED3DFMT_V16U16);
377 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
378 } else {
379 /* Blue = 1.0 fixup, disabled for now */
380 if(0) {
381 dst = getFmtIdx(WINED3DFMT_V8U8);
382 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
383 dst = getFmtIdx(WINED3DFMT_V16U16);
384 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
388 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
389 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
390 * with each other
392 dst = getFmtIdx(WINED3DFMT_L6V5U5);
393 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
394 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
395 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
396 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
397 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
398 } else {
399 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
400 * are converted at surface loading time, but they do not need any modification in
401 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
402 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
406 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
407 dst = getFmtIdx(WINED3DFMT_ATI2N);
408 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
409 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
410 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
411 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
412 dst = getFmtIdx(WINED3DFMT_ATI2N);
413 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
414 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
415 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
418 if(!GL_SUPPORT(APPLE_YCBCR_422)) {
419 dst = getFmtIdx(WINED3DFMT_YUY2);
420 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
421 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
422 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
423 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
424 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
426 dst = getFmtIdx(WINED3DFMT_UYVY);
427 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
428 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
429 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
430 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
431 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
433 return TRUE;
436 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
437 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
438 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
439 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
440 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
441 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
442 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
443 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
444 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
445 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
446 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
447 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
448 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
449 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
450 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
451 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
452 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
453 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
454 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
456 void init_type_lookup(WineD3D_GL_Info *gl_info) {
457 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
458 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
459 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
460 * It is the job of the vertex buffer code to make sure that the vbos have the right format
462 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
463 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
467 #undef GLINFO_LOCATION
469 #define GLINFO_LOCATION This->adapter->gl_info
471 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
473 int idx = getFmtIdx(fmt);
475 if(idx == -1) {
476 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
477 /* Get the caller a valid pointer */
478 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
480 if(glDesc) {
481 if(!gl_info->gl_formats) {
482 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
483 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
484 * static variables to be initialized to 0.
486 static const GlPixelFormatDesc dummyFmt;
487 *glDesc = &dummyFmt;
488 } else {
489 *glDesc = &gl_info->gl_formats[idx];
492 return &formats[idx];
495 /*****************************************************************************
496 * Trace formatting of useful values
498 const char* debug_d3dformat(WINED3DFORMAT fmt) {
499 switch (fmt) {
500 #define FMT_TO_STR(fmt) case fmt: return #fmt
501 FMT_TO_STR(WINED3DFMT_UNKNOWN);
502 FMT_TO_STR(WINED3DFMT_R8G8B8);
503 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
504 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
505 FMT_TO_STR(WINED3DFMT_R5G6B5);
506 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
507 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
508 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
509 FMT_TO_STR(WINED3DFMT_R3G3B2);
510 FMT_TO_STR(WINED3DFMT_A8);
511 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
512 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
513 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
514 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
515 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
516 FMT_TO_STR(WINED3DFMT_G16R16);
517 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
518 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
519 FMT_TO_STR(WINED3DFMT_A8P8);
520 FMT_TO_STR(WINED3DFMT_P8);
521 FMT_TO_STR(WINED3DFMT_L8);
522 FMT_TO_STR(WINED3DFMT_A8L8);
523 FMT_TO_STR(WINED3DFMT_A4L4);
524 FMT_TO_STR(WINED3DFMT_V8U8);
525 FMT_TO_STR(WINED3DFMT_L6V5U5);
526 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
527 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
528 FMT_TO_STR(WINED3DFMT_V16U16);
529 FMT_TO_STR(WINED3DFMT_W11V11U10);
530 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
531 FMT_TO_STR(WINED3DFMT_UYVY);
532 FMT_TO_STR(WINED3DFMT_YUY2);
533 FMT_TO_STR(WINED3DFMT_YV12);
534 FMT_TO_STR(WINED3DFMT_DXT1);
535 FMT_TO_STR(WINED3DFMT_DXT2);
536 FMT_TO_STR(WINED3DFMT_DXT3);
537 FMT_TO_STR(WINED3DFMT_DXT4);
538 FMT_TO_STR(WINED3DFMT_DXT5);
539 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
540 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
541 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
542 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
543 FMT_TO_STR(WINED3DFMT_D32);
544 FMT_TO_STR(WINED3DFMT_D15S1);
545 FMT_TO_STR(WINED3DFMT_D24S8);
546 FMT_TO_STR(WINED3DFMT_D24X8);
547 FMT_TO_STR(WINED3DFMT_D24X4S4);
548 FMT_TO_STR(WINED3DFMT_D16);
549 FMT_TO_STR(WINED3DFMT_L16);
550 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
551 FMT_TO_STR(WINED3DFMT_D24FS8);
552 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
553 FMT_TO_STR(WINED3DFMT_INDEX16);
554 FMT_TO_STR(WINED3DFMT_INDEX32);
555 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
556 FMT_TO_STR(WINED3DFMT_R16F);
557 FMT_TO_STR(WINED3DFMT_G16R16F);
558 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
559 FMT_TO_STR(WINED3DFMT_R32F);
560 FMT_TO_STR(WINED3DFMT_G32R32F);
561 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
562 FMT_TO_STR(WINED3DFMT_CxV8U8);
563 FMT_TO_STR(WINED3DFMT_ATI2N);
564 FMT_TO_STR(WINED3DFMT_NVHU);
565 FMT_TO_STR(WINED3DFMT_NVHS);
566 #undef FMT_TO_STR
567 default:
569 char fourcc[5];
570 fourcc[0] = (char)(fmt);
571 fourcc[1] = (char)(fmt >> 8);
572 fourcc[2] = (char)(fmt >> 16);
573 fourcc[3] = (char)(fmt >> 24);
574 fourcc[4] = 0;
575 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
576 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
577 else
578 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
580 return "unrecognized";
584 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
585 switch (devtype) {
586 #define DEVTYPE_TO_STR(dev) case dev: return #dev
587 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
588 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
589 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
590 #undef DEVTYPE_TO_STR
591 default:
592 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
593 return "unrecognized";
597 const char* debug_d3dusage(DWORD usage) {
598 switch (usage & WINED3DUSAGE_MASK) {
599 #define WINED3DUSAGE_TO_STR(u) case u: return #u
600 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
601 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
602 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
603 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
604 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
605 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
606 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
607 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
608 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
609 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
610 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
611 #undef WINED3DUSAGE_TO_STR
612 case 0: return "none";
613 default:
614 FIXME("Unrecognized %u Usage!\n", usage);
615 return "unrecognized";
619 const char* debug_d3dusagequery(DWORD usagequery) {
620 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
621 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
622 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
623 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
624 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
625 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
626 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
627 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
628 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
629 #undef WINED3DUSAGEQUERY_TO_STR
630 case 0: return "none";
631 default:
632 FIXME("Unrecognized %u Usage Query!\n", usagequery);
633 return "unrecognized";
637 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
638 switch (method) {
639 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
640 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
641 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
642 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
643 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
644 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
645 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
646 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
647 #undef WINED3DDECLMETHOD_TO_STR
648 default:
649 FIXME("Unrecognized %u declaration method!\n", method);
650 return "unrecognized";
654 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
655 switch (type) {
656 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
657 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
658 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
659 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
660 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
661 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
662 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
663 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
664 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
665 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
666 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
667 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
668 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
669 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
670 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
671 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
672 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
673 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
674 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
675 #undef WINED3DDECLTYPE_TO_STR
676 default:
677 FIXME("Unrecognized %u declaration type!\n", type);
678 return "unrecognized";
682 const char* debug_d3ddeclusage(BYTE usage) {
683 switch (usage) {
684 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
685 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
686 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
687 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
688 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
689 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
690 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
691 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
692 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
693 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
694 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
695 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
696 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
697 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
698 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
699 #undef WINED3DDECLUSAGE_TO_STR
700 default:
701 FIXME("Unrecognized %u declaration usage!\n", usage);
702 return "unrecognized";
706 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
707 switch (res) {
708 #define RES_TO_STR(res) case res: return #res;
709 RES_TO_STR(WINED3DRTYPE_SURFACE);
710 RES_TO_STR(WINED3DRTYPE_VOLUME);
711 RES_TO_STR(WINED3DRTYPE_TEXTURE);
712 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
713 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
714 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
715 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
716 #undef RES_TO_STR
717 default:
718 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
719 return "unrecognized";
723 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
724 switch (PrimitiveType) {
725 #define PRIM_TO_STR(prim) case prim: return #prim;
726 PRIM_TO_STR(WINED3DPT_POINTLIST);
727 PRIM_TO_STR(WINED3DPT_LINELIST);
728 PRIM_TO_STR(WINED3DPT_LINESTRIP);
729 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
730 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
731 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
732 #undef PRIM_TO_STR
733 default:
734 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
735 return "unrecognized";
739 const char* debug_d3drenderstate(DWORD state) {
740 switch (state) {
741 #define D3DSTATE_TO_STR(u) case u: return #u
742 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
743 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
744 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
745 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
746 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
747 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
748 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
749 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
750 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
751 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
752 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
753 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
754 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
755 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
756 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
757 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
758 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
759 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
760 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
761 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
762 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
763 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
764 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
765 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
766 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
767 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
768 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
769 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
770 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
771 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
772 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
773 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
774 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
775 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
776 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
777 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
778 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
779 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
780 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
781 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
782 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
783 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
784 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
785 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
786 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
787 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
788 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
789 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
790 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
791 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
792 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
793 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
794 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
795 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
796 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
797 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
798 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
799 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
800 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
801 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
802 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
803 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
804 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
805 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
806 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
807 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
808 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
809 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
810 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
811 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
812 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
813 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
814 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
815 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
816 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
817 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
818 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
819 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
820 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
821 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
822 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
823 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
824 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
825 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
826 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
827 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
828 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
829 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
830 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
831 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
832 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
833 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
834 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
835 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
836 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
837 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
838 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
839 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
840 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
841 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
842 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
843 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
844 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
845 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
846 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
847 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
848 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
849 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
850 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
851 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
852 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
853 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
854 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
855 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
856 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
857 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
858 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
859 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
860 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
861 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
862 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
863 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
864 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
865 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
866 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
867 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
868 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
869 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
870 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
871 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
872 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
873 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
874 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
875 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
876 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
877 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
878 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
879 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
880 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
881 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
882 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
883 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
884 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
885 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
886 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
887 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
888 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
889 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
890 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
891 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
892 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
893 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
894 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
895 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
896 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
897 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
898 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
899 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
900 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
901 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
902 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
903 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
904 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
905 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
906 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
907 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
908 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
909 #undef D3DSTATE_TO_STR
910 default:
911 FIXME("Unrecognized %u render state!\n", state);
912 return "unrecognized";
916 const char* debug_d3dsamplerstate(DWORD state) {
917 switch (state) {
918 #define D3DSTATE_TO_STR(u) case u: return #u
919 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
920 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
921 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
922 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
923 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
924 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
925 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
926 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
927 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
928 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
929 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
930 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
931 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
932 #undef D3DSTATE_TO_STR
933 default:
934 FIXME("Unrecognized %u sampler state!\n", state);
935 return "unrecognized";
939 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
940 switch (filter_type) {
941 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
942 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
943 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
944 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
945 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
946 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
947 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
948 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
949 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
950 #undef D3DTEXTUREFILTERTYPE_TO_STR
951 default:
952 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
953 return "unrecognized";
957 const char* debug_d3dtexturestate(DWORD state) {
958 switch (state) {
959 #define D3DSTATE_TO_STR(u) case u: return #u
960 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
961 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
962 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
963 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
964 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
965 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
966 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
967 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
968 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
969 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
970 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
971 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
972 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
973 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
974 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
975 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
976 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
977 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
978 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
979 #undef D3DSTATE_TO_STR
980 case 12:
981 /* Note WINED3DTSS are not consecutive, so skip these */
982 return "unused";
983 default:
984 FIXME("Unrecognized %u texture state!\n", state);
985 return "unrecognized";
989 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
990 switch (d3dtop) {
991 #define D3DTOP_TO_STR(u) case u: return #u
992 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
993 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
994 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
995 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
996 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
997 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
998 D3DTOP_TO_STR(WINED3DTOP_ADD);
999 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1000 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1001 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1002 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1003 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1004 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1005 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1006 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1007 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1008 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1009 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1010 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1011 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1012 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1013 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1014 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1015 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1016 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1017 D3DTOP_TO_STR(WINED3DTOP_LERP);
1018 #undef D3DTOP_TO_STR
1019 default:
1020 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1021 return "unrecognized";
1025 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1026 switch (tstype) {
1027 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1028 TSTYPE_TO_STR(WINED3DTS_VIEW);
1029 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1030 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1031 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1032 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1033 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1034 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1035 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1036 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1037 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1038 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1039 #undef TSTYPE_TO_STR
1040 default:
1041 if (tstype > 256 && tstype < 512) {
1042 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1043 return ("WINED3DTS_WORLDMATRIX > 0");
1045 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1046 return "unrecognized";
1050 const char* debug_d3dpool(WINED3DPOOL Pool) {
1051 switch (Pool) {
1052 #define POOL_TO_STR(p) case p: return #p;
1053 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1054 POOL_TO_STR(WINED3DPOOL_MANAGED);
1055 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1056 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1057 #undef POOL_TO_STR
1058 default:
1059 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1060 return "unrecognized";
1064 const char *debug_fbostatus(GLenum status) {
1065 switch(status) {
1066 #define FBOSTATUS_TO_STR(u) case u: return #u
1067 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1068 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1069 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1070 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1071 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1072 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1073 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1074 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1075 #undef FBOSTATUS_TO_STR
1076 default:
1077 FIXME("Unrecognied FBO status 0x%08x\n", status);
1078 return "unrecognized";
1082 const char *debug_glerror(GLenum error) {
1083 switch(error) {
1084 #define GLERROR_TO_STR(u) case u: return #u
1085 GLERROR_TO_STR(GL_NO_ERROR);
1086 GLERROR_TO_STR(GL_INVALID_ENUM);
1087 GLERROR_TO_STR(GL_INVALID_VALUE);
1088 GLERROR_TO_STR(GL_INVALID_OPERATION);
1089 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1090 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1091 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1092 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1093 #undef GLERROR_TO_STR
1094 default:
1095 FIXME("Unrecognied GL error 0x%08x\n", error);
1096 return "unrecognized";
1100 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1101 switch(basis) {
1102 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1103 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1104 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1105 default: return "unrecognized";
1109 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1110 switch(degree) {
1111 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1112 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1113 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1114 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1115 default: return "unrecognized";
1119 /*****************************************************************************
1120 * Useful functions mapping GL <-> D3D values
1122 GLenum StencilOp(DWORD op) {
1123 switch(op) {
1124 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1125 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1126 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1127 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1128 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1129 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1130 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1131 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1132 default:
1133 FIXME("Unrecognized stencil op %d\n", op);
1134 return GL_KEEP;
1138 GLenum CompareFunc(DWORD func) {
1139 switch ((WINED3DCMPFUNC)func) {
1140 case WINED3DCMP_NEVER : return GL_NEVER;
1141 case WINED3DCMP_LESS : return GL_LESS;
1142 case WINED3DCMP_EQUAL : return GL_EQUAL;
1143 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1144 case WINED3DCMP_GREATER : return GL_GREATER;
1145 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1146 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1147 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1148 default:
1149 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1150 return 0;
1154 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1155 if (op == WINED3DTOP_DISABLE) return FALSE;
1156 if (This->stateBlock->textures[stage]) return FALSE;
1158 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1159 && op != WINED3DTOP_SELECTARG2) return TRUE;
1160 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1161 && op != WINED3DTOP_SELECTARG1) return TRUE;
1162 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1163 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1165 return FALSE;
1168 /* Setup this textures matrix according to the texture flags*/
1169 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1170 BOOL ffp_proj_control)
1172 float mat[16];
1174 glMatrixMode(GL_TEXTURE);
1175 checkGLcall("glMatrixMode(GL_TEXTURE)");
1177 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1178 glLoadIdentity();
1179 checkGLcall("glLoadIdentity()");
1180 return;
1183 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1184 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1185 return;
1188 memcpy(mat, smat, 16 * sizeof(float));
1190 if (flags & WINED3DTTFF_PROJECTED) {
1191 if(!ffp_proj_control) {
1192 switch (flags & ~WINED3DTTFF_PROJECTED) {
1193 case WINED3DTTFF_COUNT2:
1194 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1195 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1196 break;
1197 case WINED3DTTFF_COUNT3:
1198 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1199 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1200 break;
1203 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1204 if(!calculatedCoords) {
1205 switch(coordtype) {
1206 case WINED3DDECLTYPE_FLOAT1:
1207 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1208 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1209 * the input value to the transformation will be 0, so the matrix value is irrelevant
1211 mat[12] = mat[4];
1212 mat[13] = mat[5];
1213 mat[14] = mat[6];
1214 mat[15] = mat[7];
1215 break;
1216 case WINED3DDECLTYPE_FLOAT2:
1217 /* See above, just 3rd and 4th coord
1219 mat[12] = mat[8];
1220 mat[13] = mat[9];
1221 mat[14] = mat[10];
1222 mat[15] = mat[11];
1223 break;
1224 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1225 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1227 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1228 * into a bad place. The division elimination below will apply to make sure the
1229 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1231 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1232 break;
1233 default:
1234 FIXME("Unexpected fixed function texture coord input\n");
1237 if(!ffp_proj_control) {
1238 switch (flags & ~WINED3DTTFF_PROJECTED) {
1239 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1240 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1241 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1242 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1243 * the 4th coord evaluates to 1.0 to eliminate that.
1245 * If the fixed function pipeline is used, the 4th value remains unused,
1246 * so there is no danger in doing this. With vertex shaders we have a
1247 * problem. Should an app hit that problem, the code here would have to
1248 * check for pixel shaders, and the shader has to undo the default gl divide.
1250 * A more serious problem occurs if the app passes 4 coordinates in, and the
1251 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1252 * or a replacement shader
1254 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1259 glLoadMatrixf(mat);
1260 checkGLcall("glLoadMatrixf(mat)");
1262 #undef GLINFO_LOCATION
1264 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1266 /* This small helper function is used to convert a bitmask into the number of masked bits */
1267 unsigned int count_bits(unsigned int mask)
1269 unsigned int count;
1270 for (count = 0; mask; ++count)
1272 mask &= mask - 1;
1274 return count;
1277 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1278 * The later function requires individual color components. */
1279 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1281 const StaticPixelFormatDesc *desc;
1283 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1284 switch(fmt)
1286 case WINED3DFMT_X8R8G8B8:
1287 case WINED3DFMT_R8G8B8:
1288 case WINED3DFMT_A8R8G8B8:
1289 case WINED3DFMT_A2R10G10B10:
1290 case WINED3DFMT_X1R5G5B5:
1291 case WINED3DFMT_A1R5G5B5:
1292 case WINED3DFMT_R5G6B5:
1293 case WINED3DFMT_X4R4G4B4:
1294 case WINED3DFMT_A4R4G4B4:
1295 case WINED3DFMT_R3G3B2:
1296 case WINED3DFMT_A8P8:
1297 case WINED3DFMT_P8:
1298 break;
1299 default:
1300 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1301 return FALSE;
1304 desc = getFormatDescEntry(fmt, NULL, NULL);
1305 if(!desc)
1307 ERR("Unable to look up format: 0x%x\n", fmt);
1308 return FALSE;
1310 *redSize = count_bits(desc->redMask);
1311 *greenSize = count_bits(desc->greenMask);
1312 *blueSize = count_bits(desc->blueMask);
1313 *alphaSize = count_bits(desc->alphaMask);
1314 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1316 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1317 return TRUE;
1320 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1321 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1323 const StaticPixelFormatDesc *desc;
1325 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1326 switch(fmt)
1328 case WINED3DFMT_D16_LOCKABLE:
1329 case WINED3DFMT_D16:
1330 case WINED3DFMT_D15S1:
1331 case WINED3DFMT_D24X8:
1332 case WINED3DFMT_D24X4S4:
1333 case WINED3DFMT_D24S8:
1334 case WINED3DFMT_D24FS8:
1335 case WINED3DFMT_D32:
1336 case WINED3DFMT_D32F_LOCKABLE:
1337 break;
1338 default:
1339 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1340 return FALSE;
1343 desc = getFormatDescEntry(fmt, NULL, NULL);
1344 if(!desc)
1346 ERR("Unable to look up format: 0x%x\n", fmt);
1347 return FALSE;
1349 *depthSize = desc->depthSize;
1350 *stencilSize = desc->stencilSize;
1352 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1353 return TRUE;
1356 #undef GLINFO_LOCATION
1358 /* DirectDraw stuff */
1359 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1360 switch(depth) {
1361 case 8: return WINED3DFMT_P8;
1362 case 15: return WINED3DFMT_X1R5G5B5;
1363 case 16: return WINED3DFMT_R5G6B5;
1364 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1365 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1366 default: return WINED3DFMT_UNKNOWN;
1370 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1371 WINED3DMATRIX temp;
1373 /* Now do the multiplication 'by hand'.
1374 I know that all this could be optimised, but this will be done later :-) */
1375 temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
1376 temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
1377 temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
1378 temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
1380 temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
1381 temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
1382 temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
1383 temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
1385 temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
1386 temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
1387 temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
1388 temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
1390 temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
1391 temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
1392 temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
1393 temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
1395 /* And copy the new matrix in the good storage.. */
1396 memcpy(dest, &temp, 16 * sizeof(float));
1399 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1400 DWORD size = 0;
1401 int i;
1402 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1404 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1405 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1406 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1407 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1408 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1409 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1410 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1411 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1412 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1413 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1414 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1415 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1416 default: ERR("Unexpected position mask\n");
1418 for (i = 0; i < numTextures; i++) {
1419 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1422 return size;
1425 /***********************************************************************
1426 * CalculateTexRect
1428 * Calculates the dimensions of the opengl texture used for blits.
1429 * Handled oversized opengl textures and updates the source rectangle
1430 * accordingly
1432 * Params:
1433 * This: Surface to operate on
1434 * Rect: Requested rectangle
1436 * Returns:
1437 * TRUE if the texture part can be loaded,
1438 * FALSE otherwise
1440 *********************************************************************/
1441 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1443 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1444 int x1 = Rect->left, x2 = Rect->right;
1445 int y1 = Rect->top, y2 = Rect->bottom;
1446 GLint maxSize = GL_LIMITS(texture_size);
1448 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1449 Rect->left, Rect->top, Rect->right, Rect->bottom);
1451 /* The sizes might be reversed */
1452 if(Rect->left > Rect->right) {
1453 x1 = Rect->right;
1454 x2 = Rect->left;
1456 if(Rect->top > Rect->bottom) {
1457 y1 = Rect->bottom;
1458 y2 = Rect->top;
1461 /* No oversized texture? This is easy */
1462 if(!(This->Flags & SFLAG_OVERSIZE)) {
1463 /* Which rect from the texture do I need? */
1464 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1465 glTexCoord[0] = (float) Rect->left;
1466 glTexCoord[2] = (float) Rect->top;
1467 glTexCoord[1] = (float) Rect->right;
1468 glTexCoord[3] = (float) Rect->bottom;
1469 } else {
1470 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1471 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1472 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1473 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1476 return TRUE;
1477 } else {
1478 /* Check if we can succeed at all */
1479 if( (x2 - x1) > maxSize ||
1480 (y2 - y1) > maxSize ) {
1481 TRACE("Requested rectangle is too large for gl\n");
1482 return FALSE;
1485 /* A part of the texture has to be picked. First, check if
1486 * some texture part is loaded already, if yes try to re-use it.
1487 * If the texture is dirty, or the part can't be used,
1488 * re-position the part to load
1490 if(This->Flags & SFLAG_INTEXTURE) {
1491 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1492 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1493 /* Ok, the rectangle is ok, re-use it */
1494 TRACE("Using existing gl Texture\n");
1495 } else {
1496 /* Rectangle is not ok, dirtify the texture to reload it */
1497 TRACE("Dirtifying texture to force reload\n");
1498 This->Flags &= ~SFLAG_INTEXTURE;
1502 /* Now if we are dirty(no else if!) */
1503 if(!(This->Flags & SFLAG_INTEXTURE)) {
1504 /* Set the new rectangle. Use the following strategy:
1505 * 1) Use as big textures as possible.
1506 * 2) Place the texture part in the way that the requested
1507 * part is in the middle of the texture(well, almost)
1508 * 3) If the texture is moved over the edges of the
1509 * surface, replace it nicely
1510 * 4) If the coord is not limiting the texture size,
1511 * use the whole size
1513 if((This->pow2Width) > maxSize) {
1514 This->glRect.left = x1 - maxSize / 2;
1515 if(This->glRect.left < 0) {
1516 This->glRect.left = 0;
1518 This->glRect.right = This->glRect.left + maxSize;
1519 if(This->glRect.right > This->currentDesc.Width) {
1520 This->glRect.right = This->currentDesc.Width;
1521 This->glRect.left = This->glRect.right - maxSize;
1523 } else {
1524 This->glRect.left = 0;
1525 This->glRect.right = This->pow2Width;
1528 if(This->pow2Height > maxSize) {
1529 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1530 if(This->glRect.top < 0) This->glRect.top = 0;
1531 This->glRect.bottom = This->glRect.left + maxSize;
1532 if(This->glRect.bottom > This->currentDesc.Height) {
1533 This->glRect.bottom = This->currentDesc.Height;
1534 This->glRect.top = This->glRect.bottom - maxSize;
1536 } else {
1537 This->glRect.top = 0;
1538 This->glRect.bottom = This->pow2Height;
1540 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1541 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1544 /* Re-calculate the rect to draw */
1545 Rect->left -= This->glRect.left;
1546 Rect->right -= This->glRect.left;
1547 Rect->top -= This->glRect.top;
1548 Rect->bottom -= This->glRect.top;
1550 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1551 * or the pow2Width / pow2Height of the surface.
1553 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1554 * as regular GL_TEXTURE_2D.
1556 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1557 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1558 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1559 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1561 return TRUE;
1563 #undef GLINFO_LOCATION
1565 /* Hash table functions */
1567 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1569 struct hash_table_t *table;
1570 unsigned int initial_size = 8;
1572 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1573 if (!table)
1575 ERR("Failed to allocate table, returning NULL.\n");
1576 return NULL;
1579 table->hash_function = hash_function;
1580 table->compare_function = compare_function;
1582 table->grow_size = initial_size - (initial_size >> 2);
1583 table->shrink_size = 0;
1585 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1586 if (!table->buckets)
1588 ERR("Failed to allocate table buckets, returning NULL.\n");
1589 HeapFree(GetProcessHeap(), 0, table);
1590 return NULL;
1592 table->bucket_count = initial_size;
1594 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1595 if (!table->entries)
1597 ERR("Failed to allocate table entries, returning NULL.\n");
1598 HeapFree(GetProcessHeap(), 0, table->buckets);
1599 HeapFree(GetProcessHeap(), 0, table);
1600 return NULL;
1602 table->entry_count = 0;
1604 list_init(&table->free_entries);
1605 table->count = 0;
1607 return table;
1610 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1612 unsigned int i = 0;
1614 for (i = 0; i < table->entry_count; ++i)
1616 if(free_value) {
1617 free_value(table->entries[i].value, cb);
1619 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1622 HeapFree(GetProcessHeap(), 0, table->entries);
1623 HeapFree(GetProcessHeap(), 0, table->buckets);
1624 HeapFree(GetProcessHeap(), 0, table);
1627 static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, void *key, unsigned int idx)
1629 struct hash_table_entry_t *entry;
1631 if (table->buckets[idx].next)
1632 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1633 if (table->compare_function(entry->key, key)) return entry;
1635 return NULL;
1638 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1640 unsigned int new_entry_count = 0;
1641 struct hash_table_entry_t *new_entries;
1642 struct list *new_buckets;
1643 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1644 unsigned int i;
1646 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1647 if (!new_buckets)
1649 ERR("Failed to allocate new buckets, returning FALSE.\n");
1650 return FALSE;
1653 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1654 if (!new_entries)
1656 ERR("Failed to allocate new entries, returning FALSE.\n");
1657 HeapFree(GetProcessHeap(), 0, new_buckets);
1658 return FALSE;
1661 for (i = 0; i < table->bucket_count; ++i)
1663 if (table->buckets[i].next)
1665 struct hash_table_entry_t *entry, *entry2;
1667 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1669 int j;
1670 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1671 *new_entry = *entry;
1673 j = new_entry->hash & (new_bucket_count - 1);
1675 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1676 list_add_head(&new_buckets[j], &new_entry->entry);
1681 HeapFree(GetProcessHeap(), 0, table->buckets);
1682 table->buckets = new_buckets;
1684 HeapFree(GetProcessHeap(), 0, table->entries);
1685 table->entries = new_entries;
1687 table->entry_count = new_entry_count;
1688 list_init(&table->free_entries);
1690 table->bucket_count = new_bucket_count;
1691 table->grow_size = grow_size;
1692 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1694 return TRUE;
1697 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1699 unsigned int idx;
1700 unsigned int hash;
1701 struct hash_table_entry_t *entry;
1703 hash = table->hash_function(key);
1704 idx = hash & (table->bucket_count - 1);
1705 entry = hash_table_get_by_idx(table, key, idx);
1707 if (entry)
1709 HeapFree(GetProcessHeap(), 0, key);
1710 entry->value = value;
1712 if (!value)
1714 HeapFree(GetProcessHeap(), 0, entry->key);
1715 entry->key = NULL;
1717 /* Remove the entry */
1718 list_remove(&entry->entry);
1719 list_add_head(&table->free_entries, &entry->entry);
1721 --table->count;
1723 /* Shrink if necessary */
1724 if (table->count < table->shrink_size) {
1725 if (!hash_table_resize(table, table->bucket_count >> 1))
1727 ERR("Failed to shrink the table...\n");
1732 return;
1735 if (!value) return;
1737 /* Grow if necessary */
1738 if (table->count >= table->grow_size)
1740 if (!hash_table_resize(table, table->bucket_count << 1))
1742 ERR("Failed to grow the table, returning.\n");
1743 return;
1746 idx = hash & (table->bucket_count - 1);
1749 /* Find an entry to insert */
1750 if (!list_empty(&table->free_entries))
1752 struct list *elem = list_head(&table->free_entries);
1754 list_remove(elem);
1755 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1756 } else {
1757 entry = table->entries + (table->entry_count++);
1760 /* Insert the entry */
1761 entry->key = key;
1762 entry->value = value;
1763 entry->hash = hash;
1764 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1765 list_add_head(&table->buckets[idx], &entry->entry);
1767 ++table->count;
1770 void hash_table_remove(struct hash_table_t *table, void *key)
1772 hash_table_put(table, key, NULL);
1775 void *hash_table_get(struct hash_table_t *table, void *key)
1777 unsigned int idx;
1778 struct hash_table_entry_t *entry;
1780 idx = table->hash_function(key) & (table->bucket_count - 1);
1781 entry = hash_table_get_by_idx(table, key, idx);
1783 return entry ? entry->value : NULL;
1786 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1787 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
1788 #define ARG1 0x01
1789 #define ARG2 0x02
1790 #define ARG0 0x04
1791 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1792 /* undefined */ 0,
1793 /* D3DTOP_DISABLE */ 0,
1794 /* D3DTOP_SELECTARG1 */ ARG1,
1795 /* D3DTOP_SELECTARG2 */ ARG2,
1796 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1797 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1798 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1799 /* D3DTOP_ADD */ ARG1 | ARG2,
1800 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1801 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1802 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1803 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1804 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1805 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1806 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1807 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1808 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1809 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1810 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1811 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1812 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1813 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1814 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1815 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1816 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1817 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1818 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1820 unsigned int i;
1821 DWORD ttff;
1822 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1824 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1825 IWineD3DBaseTextureImpl *texture;
1826 settings->op[i].padding = 0;
1827 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1828 settings->op[i].cop = WINED3DTOP_DISABLE;
1829 settings->op[i].aop = WINED3DTOP_DISABLE;
1830 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1831 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1832 settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1833 settings->op[i].dst = resultreg;
1834 settings->op[i].tex_type = tex_1d;
1835 settings->op[i].projected = proj_none;
1836 i++;
1837 break;
1840 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1841 if(texture) {
1842 settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1843 if(ignore_textype) {
1844 settings->op[i].tex_type = tex_1d;
1845 } else {
1846 switch(stateblock->textureDimensions[i]) {
1847 case GL_TEXTURE_1D:
1848 settings->op[i].tex_type = tex_1d;
1849 break;
1850 case GL_TEXTURE_2D:
1851 settings->op[i].tex_type = tex_2d;
1852 break;
1853 case GL_TEXTURE_3D:
1854 settings->op[i].tex_type = tex_3d;
1855 break;
1856 case GL_TEXTURE_CUBE_MAP_ARB:
1857 settings->op[i].tex_type = tex_cube;
1858 break;
1859 case GL_TEXTURE_RECTANGLE_ARB:
1860 settings->op[i].tex_type = tex_rect;
1861 break;
1864 } else {
1865 settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1866 settings->op[i].tex_type = tex_1d;
1869 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1870 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1872 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1873 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1874 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1876 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1877 carg1, carg2, carg0)) {
1878 carg0 = 0xffffffff;
1879 carg2 = 0xffffffff;
1880 carg1 = WINED3DTA_CURRENT;
1881 cop = WINED3DTOP_SELECTARG1;
1884 if(cop == WINED3DTOP_DOTPRODUCT3) {
1885 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
1886 * the color result to the alpha component of the destination
1888 aop = cop;
1889 aarg1 = carg1;
1890 aarg2 = carg2;
1891 aarg0 = carg0;
1892 } else {
1893 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1894 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1895 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1898 if(i == 0 && stateblock->textures[0] &&
1899 stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1900 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1901 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1902 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1904 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1905 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1907 if(aop == WINED3DTOP_DISABLE) {
1908 aarg1 = WINED3DTA_TEXTURE;
1909 aop = WINED3DTOP_SELECTARG1;
1911 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1912 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1913 aarg2 = WINED3DTA_TEXTURE;
1914 aop = WINED3DTOP_MODULATE;
1916 else aarg1 = WINED3DTA_TEXTURE;
1918 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1919 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1920 aarg1 = WINED3DTA_TEXTURE;
1921 aop = WINED3DTOP_MODULATE;
1923 else aarg2 = WINED3DTA_TEXTURE;
1928 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1929 aarg1, aarg2, aarg0)) {
1930 aarg0 = 0xffffffff;
1931 aarg2 = 0xffffffff;
1932 aarg1 = WINED3DTA_CURRENT;
1933 aop = WINED3DTOP_SELECTARG1;
1936 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
1937 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
1938 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1939 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1940 settings->op[i].projected = proj_count3;
1941 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1942 settings->op[i].projected = proj_count4;
1943 } else {
1944 settings->op[i].projected = proj_none;
1946 } else {
1947 settings->op[i].projected = proj_none;
1950 settings->op[i].cop = cop;
1951 settings->op[i].aop = aop;
1952 settings->op[i].carg0 = carg0;
1953 settings->op[i].carg1 = carg1;
1954 settings->op[i].carg2 = carg2;
1955 settings->op[i].aarg0 = aarg0;
1956 settings->op[i].aarg1 = aarg1;
1957 settings->op[i].aarg2 = aarg2;
1959 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1960 settings->op[i].dst = tempreg;
1961 } else {
1962 settings->op[i].dst = resultreg;
1966 /* Clear unsupported stages */
1967 for(; i < MAX_TEXTURES; i++) {
1968 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
1971 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
1972 settings->fog = FOG_OFF;
1973 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1974 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1975 case WINED3DFOG_NONE:
1976 case WINED3DFOG_LINEAR:
1977 settings->fog = FOG_LINEAR;
1978 break;
1979 case WINED3DFOG_EXP:
1980 settings->fog = FOG_EXP;
1981 break;
1982 case WINED3DFOG_EXP2:
1983 settings->fog = FOG_EXP2;
1984 break;
1986 } else {
1987 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1988 case WINED3DFOG_LINEAR:
1989 settings->fog = FOG_LINEAR;
1990 break;
1991 case WINED3DFOG_EXP:
1992 settings->fog = FOG_EXP;
1993 break;
1994 case WINED3DFOG_EXP2:
1995 settings->fog = FOG_EXP2;
1996 break;
1999 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2000 settings->sRGB_write = 1;
2001 } else {
2002 settings->sRGB_write = 0;
2005 #undef GLINFO_LOCATION
2007 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings)
2009 return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
2011 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc) {
2012 struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2013 /* Note that the key is the implementation independent part of the ffp_desc structure,
2014 * whereas desc points to an extended structure with implementation specific parts.
2015 * Make a copy of the key because hash_table_put takes ownership of it
2017 *key = desc->settings;
2018 hash_table_put(shaders, key, desc);
2021 /* Activates the texture dimension according to the bound D3D texture.
2022 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2023 * Requires the caller to activate the correct unit before
2025 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2026 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2027 if(stateblock->textures[stage]) {
2028 switch(stateblock->textureDimensions[stage]) {
2029 case GL_TEXTURE_2D:
2030 glDisable(GL_TEXTURE_3D);
2031 checkGLcall("glDisable(GL_TEXTURE_3D)");
2032 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2033 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2034 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2036 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2037 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2038 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2040 glEnable(GL_TEXTURE_2D);
2041 checkGLcall("glEnable(GL_TEXTURE_2D)");
2042 break;
2043 case GL_TEXTURE_RECTANGLE_ARB:
2044 glDisable(GL_TEXTURE_2D);
2045 checkGLcall("glDisable(GL_TEXTURE_2D)");
2046 glDisable(GL_TEXTURE_3D);
2047 checkGLcall("glDisable(GL_TEXTURE_3D)");
2048 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2049 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2050 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2052 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2053 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2054 break;
2055 case GL_TEXTURE_3D:
2056 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2057 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2058 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2060 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2061 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2062 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2064 glDisable(GL_TEXTURE_2D);
2065 checkGLcall("glDisable(GL_TEXTURE_2D)");
2066 glEnable(GL_TEXTURE_3D);
2067 checkGLcall("glEnable(GL_TEXTURE_3D)");
2068 break;
2069 case GL_TEXTURE_CUBE_MAP_ARB:
2070 glDisable(GL_TEXTURE_2D);
2071 checkGLcall("glDisable(GL_TEXTURE_2D)");
2072 glDisable(GL_TEXTURE_3D);
2073 checkGLcall("glDisable(GL_TEXTURE_3D)");
2074 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2075 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2076 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2078 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2079 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2080 break;
2082 } else {
2083 glEnable(GL_TEXTURE_2D);
2084 checkGLcall("glEnable(GL_TEXTURE_2D)");
2085 glDisable(GL_TEXTURE_3D);
2086 checkGLcall("glDisable(GL_TEXTURE_3D)");
2087 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2088 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2089 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2091 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2092 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2093 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2095 /* Binding textures is done by samplers. A dummy texture will be bound */
2099 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2100 DWORD sampler = state - STATE_SAMPLER(0);
2101 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2103 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2104 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2105 * will take care of this business
2107 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2108 if(sampler >= stateblock->lowest_disabled_stage) return;
2109 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2111 texture_activate_dimensions(sampler, stateblock, context);
2113 #undef GLINFO_LOCATION
2115 unsigned int ffp_program_key_hash(void *key) {
2116 struct ffp_settings *k = (struct ffp_settings *)key;
2117 unsigned int hash = 0, i;
2118 DWORD *blob;
2120 /* This takes the texture op settings of stage 0 and 1 into account.
2121 * how exactly depends on the memory laybout of the compiler, but it
2122 * should not matter too much. Stages > 1 are used rarely, so there's
2123 * no need to process them. Even if they're used it is likely that
2124 * the ffp setup has distinct stage 0 and 1 settings.
2126 for(i = 0; i < 2; i++) {
2127 blob = (DWORD *) &k->op[i];
2128 hash ^= blob[0] ^ blob[1];
2131 hash += ~(hash << 15);
2132 hash ^= (hash >> 10);
2133 hash += (hash << 3);
2134 hash ^= (hash >> 6);
2135 hash += ~(hash << 11);
2136 hash ^= (hash >> 16);
2138 return hash;
2141 BOOL ffp_program_key_compare(void *keya, void *keyb) {
2142 struct ffp_settings *ka = (struct ffp_settings *)keya;
2143 struct ffp_settings *kb = (struct ffp_settings *)keyb;
2145 return memcmp(ka, kb, sizeof(*ka)) == 0;